Export Into Xcode for edit in .61

shwinstershwinster Member Posts: 23
Can we still have the option to export into xcode if we want to intergrate features not yet available in gamesalad? For example a Social Network like Openfeint.

Comments

  • FoleyFoley Member Posts: 37
    I agree this is an essential feature. I'm a published iphone programmer and not having the ability to add analytics or openfeint into my code is a big issue for me. PLEASE give us the ability to work with the xcode.
  • AuricAuric Member Posts: 35
    It looks like you still can if you upload your project on the website directly (under Manage). As long as they leave that intact I'm okay. I just need a way to be able to compile my own apps in xcode.

    I know they are trying to make it super easy but I think their new publishing system is waaay too vanilla. With no ability to do anything in xcode it's basically unusable to me.
  • alexxxhpalexxxhp Member Posts: 161
    Yes I did it that and it worked via the website, it let me download the project instead of the app they should leave like that.
  • superNESsuperNES Member Posts: 166
    Even with the xCode version of the game, the project was locked. Any modifications to the code would render the build invalid. You can still access the plist file with a .app however, which was about the extent of the modifications that could be done with the xCode project. Hearing this, other than curiosity, is there any reason you'd prefer an xCode version of the game? We think the simplicity of jumping directly to .app will streamline the process for everyone, and supporting two different formats will exacerbate things for all, us included.

    That said, we plan on introducing much requested features as we move forward.
  • AuricAuric Member Posts: 35
    superNES: Let me first say you guys have built a heck of a development tool. I've been working with it for barely a week and will be putting out my first app soon. I look forward to everything you guys will be adding in the near future. I started pure xcode development but then found your tool and decided to go this route because I believe you'll continue to grow the toolset. You guys have my full support.

    This leads me to a few questions:
    1. How are you supporting two different formats? I'm confused. Everything leads to an .app file via the xcode compiler yes? Instead of us doing it, you're just running it on your side for us to download or am I missing something. How is it two?

    2. Having the xcode version allows us to debug it if we want, assign a different provisioning profile (adhoc, etc), compile to a different OS version, view the source or whatever. That's an over simplification but I always believe in access to my code. I'm a developer for my day job so I'm a pure coder at heart.
  • alexxxhpalexxxhp Member Posts: 161
    I think the new feature is awesome making the process much user friendly, But what are you guys doing about the invalid license error when submitting GS project. via GS once I receive the game I install it and when I run it it says Invalid License.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Adhoc is my biggest concern, I've used it to send builds out to beta testers and for previews.
  • FoleyFoley Member Posts: 37
    Speaking only for myself, I think it's essential to have to ability to add other functionality (such as Pinch Media analytics, Open Feint, etc) or the ability to do other things that gamesalad does not currently do, like save progress, wifi multiplayer, ragdoll physics, etc.

    These are critical features that many apps have, and it will be increasingly challenging for users to compete in the iphone marketplace unless they have the ability to utilize these features as well. I realize that many of these features will be implemented, but there will always be new cutting edge features that developers will want and have to wait for until gamesalad can get to them, and for many developers that may not be acceptable when they can easily implement them themselves.

    Gamesalad is an incredible engine and development tool. What you have already created is really spectacular, and I can understand you guys are cranking as hard as you can to implement new features in a thoughtful and robust way.

    The simplicity of jumping straight to .app is perfect for many people, but definitely not all. There is always a tradeoff between simplicity and capability. Unless users have complete access to the xcode, I think you are ultimately limiting your potential customer base.

    I also realize it simply may not be that easy to just provide the xcode, and I assume there may be proprietary code that you don't want leaked out to be copied freely. So it just may be the nature of the beast that if you use this tool you don't get the xcode.

    Ultimately great apps built by experienced developers are going to be your best marketing tool. And those people are definitely going to continue asking to work directly with the xcode in order to create the best products they are capable of.
  • superNESsuperNES Member Posts: 166
    Hi guys. Auric, to answer your questions:

    1) Two formats means supporting 2 different ways a user can reach their end goal. Issues such as support, documentation, and keeping everything in sync is something that will only raise the complexity of the program, whereas our goal is to simplify it.

    2) With the new publishing system you can sign with whatever profile you have created, whether its development, adhoc, or distribution. As far as the source, your gameproj file is your source. Everything else is our engine code that is meaningless to the majority of our users and locked anyway. I understand your question about different OS versions and we'll see what can be done.

    Alexxhp: We're looking into the issue you're experiencing. We'll let you know as soon as we figure it out. In the meantime, could you try reinstalling your certificates and profiles as well as your computer? Do you see the correct profile in the xCode organizer?

    Mulcahy, we've actually sent out beta builds with the new system. You just need to install an ad hoc provisioning profile, code sign with it, then send the resultant .app file to your tester as well as the .mobileprovision file.
  • alexxxhpalexxxhp Member Posts: 161
    Yes I recreated all my profiles and reinstalled them they appear correctly the game installs correctly with no issues when the game starts it just says this game publishing license is not valid. then the option to quit
  • alexxxhpalexxxhp Member Posts: 161
    looks like its 3.0 minimum according to the info.plist
  • alexxxhpalexxxhp Member Posts: 161
    tshirt you can still get the xcode project from the site just upload via the web I just tried it and works
  • JelJel Member Posts: 319
    The site upload doesn't work for me. I've tried several times and keep getting error.
  • shwinstershwinster Member Posts: 23
    Thank You superNES for clearing that for me. Just one Quick Question. Is there any chance that gamesalad will intergrate openfeint into the tool
  • ipodfreak0313ipodfreak0313 Member Posts: 1
    That is EXTREMELY stupid that you can't incorporate Openfeint or Plus+ !!! What if paying $500 a year is a BIT OF A TRUCKLOAD OF MONEY to hand over just to incorporate Game Center. AND FOR superNES WHY DON'T YOU JUST RELEASE A COMPLEX-ER VERSION OF GAMESALAD, AND A SIMPLE VERSION OF GAMESALAD, BECAUSE I GUARANTEE YOU THE COMPLEX-ER VERSION WILL GET MORE HITS. Its just what the public wants, so that is what you should go with. Thank you for understanding.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
This discussion has been closed.